Goro Majima (5e Creature)
Goro Majima
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Medium humanoid (human), chaotic neutral Armor Class 16 (natural armor)
Saving Throws Str +8, Dex +10, cha +9 Keen Eye. Majima has advantage on Wisdom (Perception) checks that rely on looking with his right eye. as a bonus action, Majima can gain a blindsight range of 30 feet for 1 turn.
ACTIONSMultiattack. Majima makes three attacks: two with his dagger slashing and one uppercut. or once with the DemonFire throwing. or three times with his Demon's own fist.
REACTIONS"Rather lose an eye than bow to you, bitch!" If Majima is knocked prone, and attacked, he can, as a reaction, use Demonic Uppercut by kicking a creature who is 5 feet close to him and push them up to 10 feet away from him while also making him get back up to fight.
LEGENDARY ACTIONSThe Goro Majima can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Goro Majima regains spent legendary actions at the start of its turn. Mad Dog. When Majima uses this action his turn is skipped and he is now filled with madness and his body is now glowing darkened purple. for 2d4 turns, he has a 2+ to his attacks and damage rolls and AC. And he gets advantage on all creatures within 15 feet of him during his first attack on each of them.
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